using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
// Eraile
using ChouteZemUp.Engine;

namespace ChouteZemUp
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
		public static bool sGameOver = false;
        SpriteFont mFont;
        /// <summary>
        /// Variables du shmup
        /// </summary>
        private GameEntities.Player mPlayer;

        private float mTimeSinceSpawned;
        private float mTimeRespawn = 2.0f;

        // Background
        Texture2D mBackground;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameObject.sGame = this;
            GameObject.sContent = this.Content;
            //Bground
            mBackground = Content.Load<Texture2D>("Space");

            mPlayer = new GameEntities.Player();
            Components.Add(mPlayer);

          

            mTimeSinceSpawned = 0;

            base.Initialize();
        }

        #region Content Management
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            GameObject.sSpriteBatch = spriteBatch;

            mFont = Content.Load<SpriteFont>("SpriteFont1");
            // TODO: use this.Content to load your game content here
        }


        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        #endregion

        #region Update()
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            mTimeSinceSpawned += (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (mTimeSinceSpawned > mTimeRespawn)
            {
                Random lrand = new Random();
                Components.Add(new GameEntities.Target(new Vector2(lrand.Next(500), 0)));
                mTimeSinceSpawned = 0;
                mTimeRespawn = lrand.Next(300, 2000) / 1000.0f;
            }

            base.Update(gameTime);
        }
        #endregion

        #region Draw
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
            spriteBatch.Draw(mBackground, new Rectangle(0, 0, mBackground.Width, mBackground.Height), Color.White);
            spriteBatch.DrawString(mFont, mPlayer.Score.ToString(), Vector2.Zero, Color.White);
			if ( sGameOver )
			{
				spriteBatch.DrawString( mFont, "GAME OVER", new Vector2 (graphics.PreferredBackBufferWidth/2, graphics.PreferredBackBufferHeight/2), Color.Yellow );
			}
            spriteBatch.End();

            base.Draw(gameTime);
        }
        #endregion
    }
}
